An Australian bullwhip Date circa 1998 Cgoodwin
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you dont threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isnt a light weapon for you.
Weapon Feature(s): finesse, reach.
|One-Handed Melee Weapons (Exotic)|
|Weapon||Cost||Dmg (S)||Dmg (M)||Critical||Range||Weight1||Type2||Special|
|Whip||1 gp||1d2||1d3||×2||||2 lb||Slashing||disarm, nonlethal, reach, trip|
Source: Core Rulebook
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